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A simple 16x16 dot animation from simple math rules

tixy.land

101–105 of 105 posts

Re: A simple 16x16 dot animation from simple math rules

#102

I loved tixy when I first discovered it a few years ago so created this https://www.mathsuniverse.com/tixy (with permission from the original author) with puzzles to solve on the tixy grid. I use it with my computer science students who get really into it.

I've been programming for over 40 years, and I can say this is the most fun way I've experienced to learn this kind of thing. It really is fun.

Re: A simple 16x16 dot animation from simple math rules

#103
post #31

Earlier quoted context omitted.

> In computer graphics, the origin (0, 0) is top-left rather than bottom-left Umm...

I'm struggling to see the problem with this statement, other than maybe to add in the word "usually". My students will know of graphs in maths where the origin is always bottom left. When working with HTML canvas and every other computer graphics situation I've worked in, it's top left instead.

> When working with HTML canvas and every other computer graphics situation I've worked in, it's top left instead.

In OpenGL is (center, center)

Re: A simple 16x16 dot animation from simple math rules

#104
post #95

Earlier quoted context omitted.

If you haven't seen dwitter yet, you really should head over to https://www.dwitter.net

This is awesome. But it needs a better renderer. Almost every animation/image there suffers from horrible moiré because a normal browser canvas was not meant for this. Fine line art needs supersampling and high quality filtering.

You're complaining about a small subset of "dweets" there. There are thousands of great visuals there that are not "fine line art" and do not suffer from what you described. And no, I do not think it "needs a better renderer" as high quality "rendering" is not the point of dwitter.net, the point is producing amazing things in 140 characters of javascript.
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